;
;	CIVILIZATION GAME DATA
;	Copyright (c) 1997 by MicroProse Software
;
;	The Big Little Ice Age That Could
;	by X
;
@COSMIC
1	; Road movement multiplier
2	; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
1	; # of food each citizen eats per turn
40	; # of rows in food box (rows * city_size+1 = box)
10	; # of rows in shield box
1	; Settlers eat (govt <= Monarchy)
2	; Settlers eat (govt >= Communism)
16	; City size for first unhappiness at Chieftain level
18	; Riot factor based on # cities (higher factor lessens the effect)
6	; Aqueduct needed to exceed this size
9	; Sewer System needed to exceed this size
250	; Tech paradigm (higher # slows research)
20	; Base time for engineers to transform terrain (x2)
3	; Monarchy pays support for all units past this
6	; Communism pays support for all units past this
10	; Fundamentalism pays support for all units past this
1	; Communism is equivalent of this palace distance.
100	; Fundamentalism loses this % of science
50	; Percent shield penalty for production type change
6	; Max paradrop range
25	; Mass/Thrust paradigm (increasing slows spaceship time)
0	; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;	Civilization Advances
;
;	Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;	Ai Value = Basic value at which computer players
;	view this advance (used in determining
;	which discovery to pursue, which to
;	acquire during exchanges, and value of
;	gift during diplomacy).
;	Modifier = Modifier to value based on the "civilized"
;	aspect of a leader's personality.	Positive
;	values increase value for civilized leaders,
;	decrease it for militaristic.	Negative
;	values vice versa.
;	preq1, preq2 = Prerequisites
;
;	Epoch = historical period
;	0 = 1/2
;	1 = 3/4
;	2 = 5/6
;	3 = 7
;
;	Category = Knowledge category
;	0 = Gathering
;	1 = Military
;	2 = Navy
;	3 = Industrial
;	4 = Finance
;
@CIVILIZE
~~~~~~~~,		0,0,	no, no, 	0, 0	; AFl	Airbases
Land Enclosure,		1,0,	nil, nil,	0, 0	; Alp
Crop Rotation,		2,0,	nil, nil,	0, 0	; Amp
Exploration,		1,0,	nil, nil,	0, 0	; Ast
Organized Regiments,	0,0,	nil, Alp,	0, 1	; Ato
~~~~~~~~,		0,0,	no, no, 	0, 0	; Aut	Modern Cities
Steppe Horsemen,	0,0,	nil, Amp,	0, 1	; Ban
Road Construction,	1,0,	Lab, CoL,	1, 3	; Bri	Bridges
Mine Engineering,	2,0,	nil, Ast,	0, 1	; Bro
Pubs,			0,0,	nil, nil, 	0, 4	; Cer	Temples
Cotton Planting,	0,0,	nil, Ast,	0, 0	; Che
Cotton Weaving,		0,0,	nil, Che,	0, 3	; Chi
Saw Mill,		0,0,	nil, nil,	0, 0	; CoL
Wind Saw Mill,		0,0,	nil, CoL,	0, 0	; CA
Printing Press,		0,0,	nil, CoL,	0, 4	; Cmb
~~~~~~~~,		0,0,	no, no, 	0, 0	; Cmn	Communism
Sugar Cane Planting,	0,0,	nil, Ast,	0, 0	; Cmp
Sugar Refining,		1,0,	nil, Cmp,	0, 0	; Csc
Modern Fortifications,	1,0,	MP, Mat, 	1, 1	; Cst	Forts
Tobacco Planting,	0,0,	nil, Ast,	0, 0	; Cor
Cigar Production,	0,0,	nil, Cor,	0, 0	; Cur
~~~~~~~~,		0,0,	no, no,		0, 0	; Dem	Democracy
Improved Trapping Techniques,	0,0,	nil, Ast,	0, 0	; Eco
Hat Production,		0,0,	nil, E1,	0, 0	; E1
Annual Events,		0,0,	nil, MT, 3, 4	; E2	Colosseums+1, Modern Cities
Diplomatic Expertise,	1,0,	nil, nil,	0, 4	; Eng
Merchant Companies,	2,0,	nil, nil,	0, 4	; Env
Superior Hull Design,	0,0,	nil, nil,	0, 2	; Esp
Seed Drill,		1,0,	nil, Alp,	0, 0	; Exp	Transforming?
Money Lending,		0,0,	Alp, Env,	0, 4	; Feu
Trade Fairs,		0,0,	Csc, Env,	0, 4	; Fli
~~~~~~~~,		0,0,	no, no, 0, 0	; Fun	Fundamentalism
Improved Sea Routes,	0,0,	nil, Ast,	0, 0	; FP
Convoying,		4,0,	Amp, Env,	0, 2	; Gen
~~~~~~~~,		0,0,	no, no, 	0, 0	; Gue
~~~~~~~~,		0,0,	no, no, 0, 0	; Gun	EVIL TECH
Ship-of-the-Line,	4,0,	Iro, Lab, 	2, 2	; Hor
~~~~~~~~,		0,0,	no, no, 	0, 0	; Ind	Industrial Cities
~~~~~~~~,		0,0,	no, no, 	0, 0	; Inv	Renaissance People
Large Hulls,		2,0,	Gen, Nav,	1, 2	; Iro
X Mining,		4,0,	nil, Bro,	0, 0	; Lab
~~~~~~~~,		0,0,	no, no, 	0, 0	; Las
~~~~~~~~,		0,0,	no, no, 	0, 0	; Ldr
Horse Artillery,	8,0,	Lab, Tra,	1, 1	; Lit
Improved Cavalry Tactics,	0,0,	Cmb, Tra,	1, 1	; Too
Clipper Ship,		0,0,	nil, Mob,	2, 2	; Mag	Good Triremes
~~~~~~~~,		0,0,	no, no, 	0, 0	; Map
Square-Set Timbering,	2,0,	nil, Lab,	1, 0	; Mas
Siege Engineering,	0,0,	Cmb, Lab,	1, 1	; MP
University,		0,0,	Med, Cmb,	1, 4	; Mat
Apprentice Workers,	2,0,	Csc, Alp,	0, 3	; Med
Journeyman Workers,	0,0,	Cur, Med,	1, 3	; Met
National Bureacracy,	0,0,	Eng, Feu,	0, 4	; Min
Advanced Hull Design,	2,0,	Sea, Iro, 	1, 2	; Mob
~~~~~~~~,		0,0,	no, no, 0, 0	; Mon	Monarchy
Theatres,		0,0,	nil, Mys, 	2, 4	; MT	Cathedrals
Taverns,		0,0,	nil, Cer, 	1, 4	; Mys	Temples
Navigation,		1,0,	FP, Esp,	0, 2	; Nav	Good Triremes
Propaganda,		0,0,	Mat, Min,	1, 4	; NF
Privateering,		0,0,	Eng, Nav,	1, 2	; NP	Fasts
Crucible Process,	4,0,	Mas, Med, 0, 0	; Phi	Renaissance People
~~~~~~~~,		0,0,	no, no, 0, 0	; Phy
Paddlewheels,		4,0,	Mob, X1, 2, 2	; Pla
Advanced Metalworking,	8,0,	Pla, Hor, 3, 2	; Plu
Industrial Machines,	1,0,	Med, Mat, 1, 4	; PT
Industrial Funding,	2,0,	Phi, PT, 2, 4	; Pot
~~~~~~~~,		0,0,	no, no, 0, 0	; Rad
Later Steam Railroads,	4,0,	X1, Phi, 2, 3	; RR	Railroads
~~~~~~~~,		0,0,	no, no, 0, 0	; Rec
Heavy Artillery,	2,0,	Cst, Phi, 2, 1	; Ref
Moldboard Plow,		2,0,	Exp, nil,	1, 3	; Rfg	Farmland
~~~~~~~~,		0,0,	no, no, 0, 0	; Rep	Republic
High Grade Steel,	4,0,	Ref, Pot, 3, 1	; Rob
Light Artillery Tactics,8,0,	Lit, Phi, 2, 1	; Roc
Improved Cav. Weapons,	0,0,	Too, Phi, 2, 1	; San
Improved Sail Design,	1,0,	CA, Esp,	1, 2	; Sea	Good Triremes
Repeating Cav. Carbine,	0,0,	San, nil, 3, 1	; SFl
Hussars,		0,0,	Ban, Too, 1, 1	; Sth
Scouting,		0,0,	Sth, nil, 2, 1	; SE
Field Artillery Tactics,8,0,	Roc, Rob, 3, 1	; Stl
Nationalism,		0,0,	Rec, NF, 2, 1	; Sup
Improved Inf. Tactics,	0,0,	Ato, NF, 1, 1	; Tac
Festivals,		0,0,	nil, MT, 3, 4	; The	Cathedrals+1
Early Rifles,		0,0,	Tac, Phi, 2, 1	; ToG
Animal Husbandry,	4,0,	Amp, nil,	0, 0	; Tra	MUST HAVE
Long Range Rifles,	0,0,	ToG, Pot, 3, 1	; Uni
Improved Iron Weapons,	0,0,	Ato, Lab, 1, 1	; War
Bayonet,		0,0,	War, Phi, 2, 1	; Whe
Needle Gun,		0,0,	Whe, Pot, 3, 1	; Wri
Future Technology,	0, 0,	nil,	nil, 3, 3	; ...
Weapon Craftsmanship,	0,0,	Ato, Lab, 1, 1	; U1
Explosives,		0,0,	U1, PT, 2, 1	; U2
Elite Military Training,0,0,	U2, Wri, 3, 1	; U3
Early Steam Railroads,	2,0,	Mas, Bri,	1, 3	; X1
~~~~~~~~,		0,0,	no, no, 0, 0	; X2
~~~~~~~~,		0,0,	no, no, 0, 0	; X3
~~~~~~~~,		0,0,	no, no, 0, 0	; X4
~~~~~~~~,		0,0,	no, no, 0, 0	; X5
~~~~~~~~,		0,0,	no, no, 0, 0	; X6
~~~~~~~~,		0,0,	no, no, 0, 0	; X7	99

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.	Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;	City Improvements
;
;	cost(x10), upkeep, preq
;
@IMPROVE
Nothing,		1,	0,	nil,
Palace,			10, 	0,	nil,
Barracks,		5,	1,	nil,
3-Field System,		5,	1,	Amp,
Pub,			5,	1,	Cer,
Sugar Vendor,		5,	1,	Csc,
Printing Press,		5,	1,	Cmb,
Courthouse,		0,	0,	no,	;Ignore
Fortifications,		8,	0,	nil,
Fire Department,	5,	1,	nil,
Tobacco Vendor,		10,	2,	Cur,
Theatre,		10,	2,	MT,
University,		10,	2,	Mat,
Mass Transit,		0,	0,	no,	;Ignore
Opera House,		15,	3,	MT,
Lumber Mill,		10,	2,	CA,
Steel Mill,		15,	3,	Phi,
SDI Defense,		0,	0,	no,	;Ignore
Recycling Center,	0,	0,	no,	;Ignore
Power Plant,		0,	0,	no,	;Ignore
Hydro Plant,		0,	0,	no,	;Ignore
Nuclear Plant,		0,	0,	no,	;Ignore
Fur Vendor,		15,	3,	E1,
Census Office,		10,	2,	Rfg,
Plow Maker,		10,	2,	Rfg,
Bank,			20,	4,	Feu,
Labaratory,		15,	3,	Pot,
SAM Missile Battery,	0,	0,	no,	;Ignore
Coastal Fortress,	8,	0,	no,	;Ignore
Textiles Manufacturer,	5,	1,	Chi,
Wharf,			5,	1,	Sea,
Dock,			10,	2,	Nav,
Airport,		0,	0,	no,	;Ignore
Police Station,		0,	0,	no,	;Ignore
Piers,			15,	3,	Mag,
SS Structural,		0,	0,	no,	;Ignore
SS Component,		0,	0,	no,	;Ignore
SS Module,		0,	0,	no,	;Ignore
(Mercantilism),		60,	0,	nil,
Colossal Granaries,	30,	0,	no,	;Pyramids
New England,		30,	0,	nil,	;Hanging Gardens
New Spain,		30,	0,	nil,	;Collosus
New France,		30,	0,	nil,	;Lighthouse
Great Library,		30,	0,	no,	;Great Library
Sistine Chapel,		30,	0,	nil,	;Oracle
Royal Marriage,		30,	0,	nil,	;Great Wall
Cossacks,		30,	0,	nil,	;Sun Tzu's
Brazil,			30,	0,	nil,	;King Richard's Crusade
Marco Polo's Embassy,	20,	0,	no,	;Marco Polo's Embassy
Hagia Sophia,		30,	0,	nil,	;Michelangelo's Chapel
Tycho Brahe,		30,	0,	nil,	;Copernicus'
Great Naval Reform,	30,	0,	nil,	;Magellan's
Tower of London,	30,	0,	nil,	;Shake's
Leonardo's Workshop,	40,	0,	no,	;Leonardo's Workshop
Ghaziship,		30,	0,	nil,	;Bach's
Algebra,		30,	0,	no,	;Isaac's
St. Basil's Cathedral,	40,	0,	nil,	;Adam Smith's Trading Co.
Alapessos' Workshop,	30,	0,	no,	;Darwin's
Statue of Liberty,	30,	0,	no,	;Statue of Liberty
Papal States,		30,	0,	nil,	;Eiffel Tower
Women's Suffrage,	30,	0,	no,	;Women's Suffrage
Swedish Copper,		30,	0,	nil,	;Hoover Dam
Manhattan Project,	30,	0,	no,	;Manhattan Project
United Nations,		30,	0,	no,	;United Nations
San Lorenzo Monastery,	30,	0,	nil,	;Apollo Program
Scientific Grants,	30,	0,	no,	;Seti
Notre Dame,		30,	0,	nil,	;Cancer

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,	; Pyramids
nil,	; Hanging Gardens
nil,	; Colossus
nil,	; Lighthouse
nil,	; Great Library
nil,	; Oracle
nil,	; Great Wall
nil,	; Sun Tzu's War Academy
nil,	; King Richard's Crusade
nil,	; Marco Polo's Embassy
nil,	; Michelangelo
nil,	; Copernicus
nil,	; Magellan
nil,	; Shakespeare
nil,	; Da Vinci's Workshop
nil,	; Bach
nil,	; Newton
nil,	; Smith's Trading Co.
nil,	; Darwin
nil,	; Statue of Liberty
nil,	; Eiffel Tower
nil,	; Women's Suffrage
nil,	; Hoover Dam
nil,	; Manhattan Project
nil,	; United Nations
nil,	; Apollo
nil,	; SETI
nil,	; Cure for Cancer


;
;	Unit Types
;
; until, domain,	move,rng,	att,def	hit,firepwr	cost,hold,	role, preq,	flags
;
; until	= Civ advance which renders unit obsolete
; Move	= Movement rate (spaces per turn)
; Range	= # of turns fuel carried (0 for non-air units)
;
; domain	= Movement domain of unit
:	0 = Ground
;	1 = Air
;	2 = Sea
;
; att	= Attack factor (chance to score hit attacking)
; def	= Defense factor (chance to score hit defending)
; hit	= Hit points (damage x10 which can be taken before elimination)
; firepwr	= # damage points caused per hit scored on enemy.
;
; cost	= Cost (# of shield rows, usually of 10 shields each)
; hold	= # of holds on ship (for carrying units)
;
; role	= AI role (Generally affects the way in
;	which computer players use the unit, but
;	roles >= 5 will actually affect abilities
;	of the unit)
;	0 = Attack
;	1 = Defend
;	2 = Naval Superiority
;	3 = Air Superiority
;	4 = Sea Transport
;	5 = Settle
;	6 = Diplomacy
;	7 = Trade
;
; preq	= Prerequisite advance
;
; "Flags" control special advantages & restrictions.	Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).	Nonsensical variations
; may produce bizarre effects (or worse).	You were warned.
;
;	000000000000001 = Two space visibility
;	000000000000010 = Ignore zones of control
;	000000000000100 = Can make amphibious assaults
;	000000000001000 = Submarine advantages/disadvantages
;	000000000010000 = Can attack air units (fighter)
;	000000000100000 = Ship must stay near land (trireme)
;	000000001000000 = Negates city walls (howitzer)
;	000000010000000 = Can carry air units (carrier)
;	000000100000000 = Can make paradrops
;	000001000000000 = Alpine (treats all squares as road)
;	000010000000000 = x2 on defense versus horse (pikemen)
;	000100000000000 = Free support for fundamentalism (fanatics)
;	001000000000000 = Destroyed after attacking (missiles)
;	010000000000000 = x2 on defense versus air (AEGIS)
;	100000000000000 = Unit can spot submarines
;
; until, domain,	move,rng,	att,def	hit,firepwr	cost,hold,	role, preq,	flags
@UNITS
Engineer,	nil, 0,	3.,0,	0a,2d,	2h,1f,	1,0,	5, nil,	000000000000000
Vauban,		no, 0,	6.,0,	0a,5d,	5h,2f,	1,0,	5, no,	100001000001011	;1670/1/1/1/4
Peasant Levies,	Tac, 0,	6.,0,	0a,1d,	1h,1f,	1,0,	1, nil,	000001000001000	;Warriors
Calivermen,	ToG, 0,	6.,0,	0a,2d,	1h,1f,	1,0,	1, Tac,	100001000001000	;Phalanx
Skirmishers,	Uni, 0,	6.,0,	0a,3d,	2h,2f,	1,0,	1, ToG,	100001000001000	;Archers
Sharpshooters,	nil, 0,	6.,0,	0a,4d,	2h,3f,	2,0,	1, Uni,	100001000001000	;Legion
Pikemen,	War, 0,	3.,0,	2a,3d,	1h,1f,	2,0,	1, nil,	100010000000000	;Pikemen
Prinz Eugen,	no, 0,	3.,0,	12a,6d,	2h,6f,	13,0,	0, no,	100001001000011	;1685/5/5/5/1
Wallenstein,	no, 0,	3.,0,	8a,6d,	2h,6f,	13,0,	0, no,	100001001000011	;1615/4/4/4/1
Pappenheim,	no, 0,	3.,0,	6a,4d,	2h,6f,	13,0,	0, no,	100001001000011	;1618/3/3/4/1
Halberdiers,	Whe, 0,	3.,0,	3a,4d,	2h,1f,	2,0,	1, War,	100010000000000
Regulars,	Wri, 0,	3.,0,	4a,5d,	2h,3f,	2,0,	1, Whe,	100000000000000
Rifle Infantry,	nil, 0,	3.,0,	5a,6d,	2h,4f,	2,0,	1, Wri,	100000000000000
Arquebusiers,	U1, 0,	4.,0,	4a,2d,	2h,2f,	3,0,	1, nil,	100000000000101
Musketeers,	U2, 0,	4.,0,	5a,3d,	2h,3f,	3,0,	1, U1,	100000000000101
Grenadiers,	U3, 0,	4.,0,	6a,4d,	2h,4f,	3,0,	1, U2,	100000000000101
Guards,		nil, 0,	4.,0,	7a,5d,	2h,5f,	3,0,	1, U3,	100000000000101
Bowmen,		nil, 0,	3.,0,	3a,1d,	1h,2f,	1,0,	0, nil,	100000010000000	;Elephants
Squires,	Ban, 0,	9.,0,	3a,1d,	1h,3f,	2,0,	0, nil,	100000000000010	;Crusaders
von Furndsberg,	no, 0,	3.,0,	6a,4d,	2h,4f,	13,0,	0, no,	100001001000011	;1499/3/4/5/2
Cossacks,	Sth, 0,	9.,0,	4a,1d,	1h,4f,	2,0,	0, Ban,	100000000000010
Hussars,	SE, 0,	9.,0,	5a,2d,	1h,5f,	2,0,	0, Sth,	100000000000010
Scouts,		nil, 0,	9.,0,	6a,3d,	1h,6f,	2,0,	0, SE,	100000000000010
Knights,	Ato, 0,	2.,0,	5a,2d,	4h,1f,	3,0,	0, nil,	100000000000000
Horse Artillery,Roc, 0,	4.,0,	10a,1d,	1h,6f,	6,0,	0, Lit,	000000001000000
Light Artillery,Stl, 0,	4.,0,	14a,1d,	1h,6f,	6,0,	0, Roc,	000000001000000
Field Artillery,nil, 0,	4.,0,	18a,2d,	2h,6f,	6,0,	0, Stl,	000000001000000	;Howitzer
Carbineers,	nil, 0,	7.,9,	10a,3d,	2h,4f,	3,0,	3, SFl,	100000000000000
Lancers,	nil, 0,	2.,0,	6a,2d,	4h,2f,	3,0,	3, Ato,	100000000000000
Harquebusiers,	San, 0,	7.,6,	6a,2d,	2h,3f,	3,0,	3, Too,	100000000000000
Cuirassiers,	SFl, 0,	7.,9,	8a,2d,	2h,3f,	3,0,	3, San,	100000000000000
Culverin,	MP, 0,	1.,0,	8a,0d,	1h,5f,	4,0,	3, nil,	000000001000001
Royal Artillery,Ref, 0,	1.,0,	14a,1d,	1h,8f,	5,0,	3, MP,	000000001000001
Heavy Artillery,Rob, 0,	1.,0,	18a,1d,	1h,8f,	5,0,	3, Ref,	000000001000001
Siege Artillery,nil, 0,	1.,0,	22a,1d,	1h,8f,	5,0,	3, Rob,	000000001000001	;Galleon
Carrack,	Sea, 2,12.,0,	0a,3d,	2h,1f,	1,3,	4, nil,	000000000001000	;Lt Trade I
Clipper,	nil, 2,28.,0,	0a,5d,	2h,2f,	1,6,	4, Mag,	000000000001000	;Lt Trade III
Fluyte,		Iro, 2,	8.,0,	0a,2d,	3h,2f,	2,4,	4, Esp,	000000000000001	; Hv Trade I
Frigate,	Pla, 2,20.,0,	6a,2d,	3h,4f,	2,2,	2, Mob,	100000000000000	;  Lt War II
Galleon,	Hor, 2,	8.,0,	8a,2d,	3h,4f,	3,6,	0, Gen,	000000000000000	;   Hv War I
Indiaman,	Plu, 2,12.,0,	0a,3d,	3h,3f,	2,8,	4, Iro,	000000000000001	; Hv Trade II
Ironclad,	nil, 2,24.,0,	12a,1d,	7h,6f,	4,1,	0, Plu,	000000000100000	;   Hv War III
Merchant Steamship,nil,2,24.,0,	0a,4d,	5h,2f,	2,10,	4, Plu,	000000000000001	; Hv Trade III
Raider,		nil, 2,24.,0,	6a,2d,	3h,7f,	2,0,	2, Pla,	100000000000000	;  Lt War III
Ship-of-the-Line,nil, 2,12.,0,	12a,2d,	5h,5f,	3,4,	0, Hor,	000000000000000	;   Hv War II
Fernando,	no, 0,	3.,0,	6a,2d,	2h,6f,	13,0,	0, no,	100001001000011	;1625/4/3/4/2
Sloop,		Mob, 2,	16.,0,	4a,2d,	2h,2f,	2,1,	2, Nav,	100000000000000	;  Lt War I
Spy,		nil, 0,	3.,0,	0a,2d,	2h,1f,	3,0,	6, Eng,	000001000001011	;Spy
Trader,		Mag, 2,	8.,0,	0a,4d,	2h,1f,	1,4,	4, Sea,	000000000001000	;Lt Trade II
Merchant,	nil, 0,	3.,0,	0a,2d,	2h,1f,	5,0,	7, Env,	000001000000011	;Freight
Explorer,	nil, 0,	6.,0,	0a,2d,	2h,1f,	2,0,	0, Ast,	000001000001011
Spinola,	no, 0,	3.,0,	8a,6d,	1h,7f,	13,0,	0, no,	100001001000011 ;1602/3/5/4/1
Duque de Alba,	no, 0,	3.,0,	10a,5d,	2h,6f,	13,0,	0, no,	100001000000011 ;1547/4/4/5
Henri de Turenne,no, 0,3.,0,	12a,3d,	2h,6f,	13,0,	0, no,	100001001000011 ;1650/5/4/6/1
Pierre Bayard,	no, 0,	3.,0,	8a,4d,	2h,4f,	13,0,	0, no,	100001001000011 ;1502/4/2/4/1
Prince Rupert,	no, 0,	3.,0,	10a,4d,	1h,5f,	13,0,	0, no,	100001000000011 ;1643/4/3/4
Marlborough,	no, 0,	3.,0,	14a,3d,	1h,7f,	13,0,	0, no,	100001001000011 ;1685/5/6/6/2
Chodkiewicz,	no, 0,	3.,0,	8a,5d,	2h,5f,	13,0,	0, no,	100001000000011 ;1601/4/4/4
Zolkiewski,	no, 0,	3.,0,	9a,6d,	1h,6f,	13,0,	0, no,	100001000000011 ;1588/4/4/5
Murad IV,	no, 0,	3.,0,	10a,3d,	2h,7f,	13,0,	0, no,	100001001000011 ;1632/4/3/4/1
Fazil Ahmed,	no, 0,	3.,0,	9a,3d,	1h,6f,	13,0,	0, no,	100001001000011 ;1661/4/3/4/1
Suleyman I,	no, 0,	3.,0,	9a,3d,	2h,4f,	13,0,	0, no,	100001000000011 ;1520/5/4/1

; until, domain,	move,rng,	att,def	hit,firepwr	cost,hold,	role, preq,	flags
;


;
;	Terrain
;
;	Movecost, defense,	food, shields, trade,
;	. . .	Irrigate, bonus, #turns, ai-irrigate,
;	. . .	Mine,	bonus, #turns, ai-mine
;	. . .	Transform
;
;	defense = multiply by 50% to get % of normal combat factor defended at.
;	(so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;	Irrigate/Mine = yes, no, or type of terrain changed to
;	Transform	= Terrain type engineers can transform to
;
;	bonus = # extra production from that change
;
;	turns = # turns for settler to make change
;
;	ai	= Minimum govt level necessary for
;	computer player to want to perform irrigate/mine
;	0 Never
;	1 Despotism
;	2 Monarchy
;	3 Communism
;	4 Fundamentalism
;	5 Republic
;	6 Democracy
;
@TERRAIN
Desert,		4,1,	0,0,2,	yes, 	1, 3, 3,	no,	0, 0,	0,	no,	; Drt
Plains,		3,2,	2,1,1,	yes, 	2, 3, 1,	no,	0, 0,	0,	no,	; Pln
Grassland,	2,2,	3,0,1,	yes, 	2, 3, 1,	no,	0, 0,	0,	no,	; Grs
Arboreal,	4,3,	3,1,0,	no,	0, 0, 0,	yes,	3, 3,	1,	no,	; For
Hills,		8,4,	1,2,1,	no,	0, 0, 0,	yes,	3, 4,	2,	no,	; Hil
Alpine,		12,3,	0,1,1,	no,	0, 0, 0,	yes,	3, 2,	1,	no,	; Mou
Tundra,		8,1,	0,0,0,	no,	0, 0, 0,	no,	0, 0,	0,	no,	; Tun
Glacier,	12,2,	0,0,0,	no,	0, 0, 0,	no,	0, 0,	0,	no,	; Gla
Swamp,		4,3,	1,0,1,	no,	0, 0, 0,	yes,	2, 2,	3,	no,	; Swa
Terra Incognita,12,2,	0,0,0,	no,	0, 0, 0,	no,	0, 0,	0,	no,	; Jun
Ocean,		1,2,	2,0,2,	no,	0, 0, 0,	no,	0, 0,	0,	no,	; Oce
Oasis,		4,1,	2,1,4,;First Set
Mill,		3,2,	3,1,4,
Grassland,	2,2,	3,1,1,
Game,		4,3,	5,1,0,
Copper,		8,4,	1,3,4,
Coal,		5,3,	0,5,2,
Moraine,	4,1,	2,0,9,
Kerr,		6,2,	0,0,0,
Tin,		4,3,	1,3,3,
Coordinates,	9,2,	0,0,0,
Herring,	1,2,	5,1,2,
Pyramids,	4,1,	0,3,4,;Second Set
Hamlet,		3,2,	6,1,2,
Grassland,	2,2,	3,1,1,
Wood,		4,3,	3,3,3,
Iron,		8,4,	1,6,3,
Silver,		5,3,	0,3,8,
Furs,		4,1,	2,0,9,
Frozen Lake,	6,2,	0,0,0,
Tin,		4,3,	1,3,3,
Zephyr,		9,2,	0,0,0,
Iceberg,	1,2,	2,4,4,




@GOVERNMENTS
Anarchy,	Mr.,		Ms.
Despotism,	Emperor,	Empress
Monarchy,	Monarch,	Monarch
Kingdom,	King,		Queen
Empire,		Emperor,	Empress
Republic,	Dictator,	Consul
Democracy,	President,	President

;
;	Leaders
;
;	leader, female, color, style, plural, adjective, ...
;	...attack, expand, civilize, ...
;	...govt, male, female...<repeat>
;
;	female:	0 = male	1 = female
;
;	color:	Color set (1 - 7)
;	style:	City style (0 - 3)
;	0 = Bronze Age
;	1 = Classical
;	2 = Far East
;	3 = Medieval
;
;	attack:	1 = aggressive	-1 = rational
;	expand:	1 = expansionist	-1 = perfectionist
;	civilize:	1 = civilized	-1 = militaristic
;
;	govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;	male, female = titles for leader of government
;
@LEADERS
Maximilian I,Y,	0, 1, 0,	Habsburgs,	Habsburg,	1,	1,	-1,	4, Emperor, Empress
Louis XII,Y,	0, 2, 2,	Valois,		Valois,		1, 	1,	1,	3, King, Queen
Henry VII,Y,	0, 3, 1,	Tudors,		Tudor,		-1, 	1,	1,	3, King, Queen
Jan I,Y,	0, 4, 2,	Jagiellonians,	Jagiellonian,	-1,	-1,	-1,	3, King, Queen
Bayezid II,Y,	0, 5, 3,	Ottomans,	Ottoman,	1,	-1,	-1,	3, Sultan, Sultaness
Manuel I,Y,	0, 6, 2,	Vassals,	Vassal,		-1,	-1, 	1,	4, King, Queen
Hans,	Y,	0, 7, 3,	Neutrals,	Neutral,	-1, 	-1,	1,	4, King, Queen
Lenin,	Catherine the Great, 1, 1, 3, Russians,	Russian,	1,	0, -1,	2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,	Shakala,	0, 2, 0, Zulus,	Zulu,	1,	0, -1,	3, Warlord,
Louis XIV,	Joan of Arc,	0, 3, 3, French,	French,	1,	1,	1,	4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,	Nazca,	0, 4, 0, Aztecs,	Aztec,	0, -1,	1,
Mao Tse Tung, Wu Zhao,	0, 5, 2, Chinese,	Chinese,	0,	0,	1,	3, Chairman, Chairperson
Henry VIII,	Elizabeth I,	1, 6, 3, English,	English,	0,	1,	0,	4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,	0, 7, 2, Mongols,	Mongol,	1,	0, -1,	3, Warlord,
Cunobelin,	Boadicea,	1, 1, 0, Celts,	Celtic,	-1,	1,	0,	4, Druid, Druid
Tokugawa,	Amaterasu,	0, 2, 2, Japanese,	Japanese,	1, -1, -1,	2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,	Gunnhild,	0, 3, 3, Vikings,	Viking,	1,	0, -1,	3, Warlord, Warlord
Philip II,	Isabella,	1, 4, 3, Spanish,	Spanish,	-1,	1, -1,	4, Archbishop, Archbishop
Xerxes,	Scheherezade,	0, 5, 0, Persians,	Persian,	0, -1,	0,	2, Shah, Shah,	4, Ayatollah, Ayatollah
Hannibal,	Dido,	0, 6, 1, Punians,	Punic,	1,	0, -1,	4, Imperator,
Sitting Bull, Sacajawea,	0, 7, 0, Sioux,	Sioux,	0,	0,	0,	1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,	...,	0, 5, Arabs,	Arab,	1,	0,	1,	4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,	...,	0, 1, Incas,	Inca,	-1,	1,	1,



;
;	Trading Commodities
;
@CARAVAN
Furs,
Wool,
Amber,
Fabric,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Tin,
Iron,
Steel,
Philosopher's Stone,


@ORDERS
Fortify,	F
Fortified,	F
Sleep,	S
Build Fortress,	F
Build Road,	R
Build Irrigation,	I
Build Mine,	m
Transform,	O
Clean Pollution,	p
Build Airbase,	E
Go to,	G


@DIFFICULTY
Merchant
Baron
Duke
Prince
King
Emperor

@ATTITUDES
Worshipful ++++
Enthusiastic +++
Cordial ++
Receptive +
Neutral
Uncooperative -
Icy --
Hostile ---
Enraged ----













